<?php
class Config{
	
	/**
	 * Defines agile movement style
	 * @var int
	 */
	const movementType_agile = 1; //MARC: Use Unit specific $unitAgility instead!	Matt: Well you still need a constant to identify it "if($unit->movementType==movementType_agile)" is better than "if($unit->movementType==1)" 
	/**
	 * Defines heavy movement style
	 * @var int
	 */
	const movementType_heavy = 2; //MARC: Use Unit specific $unitAgility instead!
	
	
	/**
	 * Default DB Name
	 *
	 * @var string
	 */
	public static $dbName = "localhost";
	/**
	 * Default DB Username
	 * @var string
	 */
	public static $userName = "htmltest";
	/**
	 * Default DB Password
	 * @var string
	 */
	public static $userPassword = "TESTPASSWORD";
	
	
	
	//=== UNIT ==========================================================
	/**
	 * Create Unit 1T SP [Param Order: BattleId int(32), PlayerId int(32), UnitTypeId int(32), StartWithAP char(1), StartingCoord_X int(3), StartingCoord_Y int(3), StartingBearing int(3)]
	 * Returns: BattleId int(32), PlayerId int(32), New_UnitId int(32), TeamName, UnitTypeId int(32), New_Footprint int(2), New_UnitAgility, New_WeaponId_1 int(32), New_WeaponId_2 int(32), New_WeaponId_3 int(32), New_HP int(8), New_SP int(8), New_MoveAP int(3), New_AttackAP int(3), StartingBearing int(3), StartingCoord_X int(3), StartingCoord_Y int(3), RemainingAmmo_1 int(?), RemainingAmmo_2 int(?), RemainingAmmo_3 int(?)
	 * 
	 * IMPORTANT: StartWithAP also sets if the unit is in Active Turn!!!
	 * @var string
	 */
	const sP_Unit1T_Create = "Unit1T_Create";
	/**
	 * Move Unit 1T SP [Param Order: BattleId int(32), PlayerId int(32), UnitId int(32), NewBearing int(3), NewX int(3), NewY int(3)]
	 * Returns: Move_AP int(3), Unit_Tile_Bearing int(3), Battle_Coord_X int(3), Battle_Coord_Y int(3)
	 * 
	 * @var string
	 */
	const sP_Unit1T_Move = "Unit1T_Move";
	
	//=== BATTLE ========================================================
	/**
	 * Create New Battle SP [Param Order: PlayerId_1 int(32), PlayerId_2 int(32)]
	 * Returns: New_BattleId int(32)
	 * 
	 * @var string
	 */
	const sP_Battle_Create = "Battle_Create";
	/**
	 * Get All Status_Unit rows related to a Battle [Param Order: BattleId int(32)]
	 * Returns: All Status_Unit rows related to a BattleId OR 'N' in the event of a failure
	 * 
	 * @var String
	 */
	const sP_Battle_GetState_Full = "Battle_GetState_Full";
	/**
	 * Get All Status_Unit rows related to a Battle & Player Id Combo [Param Order: PlayerId int(32), BattleId int(32)]
	 * Returns: All Status_Unit rows related to a Battle & Player Id combo OR 'N' in the event of a failure
	 * 
	 * @var String
	 */
	const sP_Battle_GetState_Player = "Battle_GetState_Player";
	/**
	 * End the active players turn [Param Order: BattleId int(32), EndTurnPlayerId int(32)]
	 * Returns: New_ActivePlayerId int(32) 
	 * 
	 * @var string
	 */
	const sP_Battle_EndTurn = "Battle_EndTurn";
	/**
	 * Clean status tables of related battle rows & update Battle History [Param Order: BattleId int(32), PlayerId_Local int(32), PlayerId_Opponent int(32), Code_Local char(1), Code_Opponent char(1)]
	 * Returns: Result char(1)
	 * Status Codes: 'D' = Draw,'L' = Loose,'R' = Resign,'W' = Win
	 * 
	 * @var string
	 */
	const sP_Battle_Kill = "Battle_Kill";
}